Left Panel
menu
HomeHome / Total War: WARHAMMER III / Karak Zorn / Units / Bolt Throwers
Bolt Throwers Karak ZornKarak Zorn Artillery & War Machines

Bolt Throwers

More rudimentary than other Dwarf artillery, but nevertheless ruthlessly proficient at destroying their foes.

Tried and true, many Clans still swear by the Bolt Thrower - a war machine that the Dwarfs have used since the days of the Ancestor Gods. Bolt Throwers are large versions of crossbows, able to fire a Dwarf-sized bolt over a long distance. Reliable and accurate, some have been in service for many thousands of years yet can still bring down a flying Wyvern or skewer a Troll.

Bolt Throwers

Unit Name

Bolt Throwers

Main Unit Key

wh_dlc06_dwf_art_bolt_thrower_0

Land Unit Key

wh_dlc06_dwf_art_bolt_thrower_0

Land Unit Group Parents

Artillery & War Machines

Land Unit Group

Field Artillery

Caste

War Machine

Category

Siege Engine

Class

Field Artillery

Custom Battle Cost

550

Recruitment Cost

550

Upkeep Cost

138

Number of Units

4

Hit Points

4276

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu3_dwarf_hammer

├ Engines of War

wh_dlc06_dwf_art_bolt_thrower

├ Engine Entity

wh_dlc06_dwf_art_boltthrower

├ Engine Hit Points

375

├ Num Engines

4

├ Man Entity

wh2_dlc16_dwf_inf_dwarfs_crew_bolt_thrower_blood_dismembers

├ Man Hit Points

8

├ Num Men

32

└ Bonus Hit Points

70

Mass

2120

├ Engine Mass

2000.0000

└ Man Mass

120.0000

Armour

40

├ Armour

wh2_main_chainmail_40

├ Shield

none

Missile Block Chance

0

Leadership

64

Speed

22

├ Engine Speed

22

└ Man Speed

28

Melee Attack

16

Melee Defence

20

Weapon Strength

28

├ Melee Weapon

wh_main_dwf_axe

Base Weapon Damage

21

Armour-Piercing Weapon Damage

7

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

2

Ammunition

22

Range

340

Missile Strength

111

├ Engines of War

wh_dlc06_dwf_art_bolt_thrower

├ Missile Weapon

wh_dlc06_dwf_bolt_thrower_bolt

├ Projectile

wh_dwf_bolt_thrower_bolt

Base Missile Damage

28

Armour-Piercing Missile Damage

116

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

13

Accuracy

10

Reload Skill

0

Abilities

No Ability

Attributes

  • Cannot Run
    This unit cannot run and will only move at walking pace.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armour-Piercing Missiles
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.